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408015 No.408015[DELETED]  [Reply] [Original]

What is a good method of rigging a low-poly, bipedal character in 3ds max for use in Unity?

Can breast bones be easily added to the standard biped? Would I be better off creating a skeleton from scratch?

>> No.408042

Unity has certain bones that it likes you to include, but I think you're safe adding more if it's just for animation purposes.

Always make skeletons from scratch!

>> No.408054

If you want tits check this tutorial on jigglebones

http://www.farfarer.com/blog/2011/07/07/unity-skeletal-ragdoll-jiggle-bones-tutorial/

>> No.408055

>>408042
>Always make skeletons from scratch!

Any resources on this? I've never really rigged anything from scratch, not sure how to work IKs and bone parenting and the like.

>> No.408056

Easy mode for bipedal:

Create free account at Mixamo.

Upload your model and use online auto rigger

Download rigged model.

Use Mixamo autobiped max script to convert rig to a biped.

Animate.

Export as fbx

Import to unity

>> No.408082

Exporting to a format like FBX and the biped/bones/whatever just becomes a set of interconnected pivots,
you can create a linked hierarchy of teapots and torus knots if that's your thing, mark them as bones and they export only as vector data storing the pivot.
so yes it's perfectly possible to use a biped based characters in unity, or in anything else, for that matter.

Learning to make your own skeletons is much nicer if you're serious about 3D, biped is just horrible compared to custom bones if you know what you're doing.
As for boobs or whatever you can just bolt on additional bones to the biped as needed if you really wanna use it.

>> No.408119

>>408015
1 extra bone you need to be in unity has to be called "rootbone"
you have to make the high ended bones in the rig grouped as children to rootbone in the hierachy of the rigs

anmate your cycles treadmill style around a stagnant rootbone then you just have to move that one point around when in unity

>> No.408790

>>408056
Or you can draw out your own skeleton in the time it takes for that website to load.

>> No.408791

I'm not sure what the question is? I just made a bipedal character and added it into unity and it not only has rigged tits but a rigged dick.

I just baked the dynamics into keyframes before I imported it into unity. Unity isn't aware of, nor does it care that, a mesh is "bipedal". There's a rigged mesh, there's a skeleton, and there are animations. If they all work correctly, and there are no import conflicts, then it'll all look the same in unity as it does in 3dsMax.

Just draw your own skeleton and paint the weights for it. It's tedious but not hard, and you'll have a much greater level of control than any automatic tool will ever give you.